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 Core Class: Wizard

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All Washed Up
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PostSubject: Core Class: Wizard   Tue May 17, 2011 1:59 am

Wizard
Attack Bonus: Weak (½).
Strong Saves: Will.
Hit Points: 6/level.
Skills: Appraise, Concentration, Craft (Any), Diplomacy, Lore, Spellcraft.
Skill Points: 2 + Intelligence Modifier.
Casting: Arcane (Memorized), Intelligence.
Armor Proficiencies: None.
Shield Proficiencies: None.
Weapon Proficiencies: Simple Weapons.

Wizard
1.       Arcane School, Scribe Scroll, Familiar, Bonus Feat (School Feat)
2.       Bonus Feat (School Feat)
3.       -
4.       -
5.       Bonus Feat
6.       -
7.       -
8.       Bonus Feat (School Feat)
9.       -
10.     Bonus Feat
11.     -
12.     -
13.     -

  • Familiar (1st): Familiar as per normal NWN2 rules.
    • Bat: Master gains +3 to Listen checks.
    • Beetle: Master gains +1 hit point per level.
    • Cat: Master gains +2 to move silently and hide checks.
    • Fox: Master gains +2 to reflex saves.
    • Monkey: Master gains +3 to spot checks.
    • Pig: Master gains +3 to diplomacy checks.
    • Rabbit: Master gains +1 bonus to all saves.
    • Rat: Master gains +2 to fortitude saves.
    • Scorpion: Master gains +3 to survival checks.
    • Spider: Master gains +2 to will saves.
    • Weasel: Master gains +3 to appraise checks.

  • Scribe Scroll (Ex): At 1st level, the wizard receives Scribe Scroll as a bonus feat.
  • Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. She must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if he has a high Intelligence score. A wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
    • Abjurer, Wizard
      “The abjurer uses magic against itself, and masters the art of defensive and warding magics.”
      1st Prohibited School: The abjurer may not learn or cast spells of the conjuration school.
    • Conjurer, Wizard
      “The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.”
      1st Prohibited School: The conjurer may not learn or cast spells of the transmutation school.
    • Diviner, Wizard
      “Diviners are masters of remote viewing, prophecies, and using magic to explore the world.”
      1st Prohibited School: The diviner may never learn or cast spells of the illusion school.
    • Enchanter, Wizard
      “The enchanter uses magic to control and manipulate the minds of his victims.”
      1st Prohibited School: The enchanter may never learn or cast spells of the illusion school.
    • Evoker, Wizard
      “Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.”
      1st Prohibited School: The evoker may never learn or cast spells from the conjuration school.
    • Illusionist, Wizard
      “Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.”
      1st Prohibited School: The illusionist may never learn or cast spells from the enchantment school.
    • Necromancer, Wizard
      “The dread and feared necromancer commands undead and uses the foul power of undeath against his enemies.”
      1st Prohibited School: The necromancer may never learn or cast spells from the divination school.
    • Transmuter, Wizard
      “Transmuters use magic to change themselves as well as the world around them.”
      1st Prohibited School: The transmuter can not learn or cast any spell from the conjuration school.
    • Universalist School
      “Wizards who do not specialize (known as a Universalist) have the most diversity of all arcane spell casters.”
      Prohibited School: The universalist is not prohibited from learning spells from any school.

  • Bonus Feat (School Feat): At 1st level, the wizard receives a School feat. Specialist Wizards should only select School Feats which pertain to their schools of specialization. The wizard receives and additional school feats at 2nd and 8th level.
    • Abjuration
      • Abjurer’s Resistance (Su): Requires 1st level Specialist Wizard (Abjurer).
        • The Abjurer gains resistance 5 to an energy type of their choosing. This effect is chosen every day, and lasts 24 hours. At 11th level, this resistance increases to 10, and at 20th level, this resistance changes to immunity.

        Abjurer’s Ward (Sp): Requires 2nd level Specialist Wizard (Abjurer) and Abjurer’s Resistance.
        • As a stander action, the Abjurer can create a 10 foot radius field of protective magic centered on himself. All allies, including the Abjurer, receive a +1 deflection bonus to their AC for a number of rounds equal to the Abjurer’s intelligence modifier. This bonus increase by +1 for every five wizard levels the Abjurer possess. This ability may be used three times per day.

        Energy Absorption (Su): Requires 8th level Specialist Wizard (Abjurer), Abjurer’s Resistance and Abjurer’s Ward.
        • At 8th level, the Abjurer gains an amount of energy Absorption equal his wizard level times 3. This effect is activated every day just as Abjurer‘s Resistance, and lasts 24 hours on until Abjurer’s has reached his maximum absorption for the day.

    • Conjuration
      • Conjurer’s Charm (Su): Requires 1st level Specialist Wizard (Conjurer).
        • Whenever the conjurer casts a summoning spell, he increases its duration by a number of rounds equal to ½ his wizard level (minimum 1).

      • Conjurer’s Dart (Su): Requires 2nd level Specialist Wizard (Conjurer) and Conjurer’s Charm.
        • As a stander action, the Conjurer can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage +1 for every two levels of wizard the conjurer possess. This ability ignores SR and may be used three times per day.

      • Dimensional Steps (Sp): Requires 8th level Specialist Wizard (Conjurer), Conjurer’s Charm and Conjurer’s Dart.
        • As a stander action, the Conjurer gains the ability to teleport short distances as the Dimension Door spell. This ability may be used once per day.

    • Divination
      • Diviner’s Fortune (Sp): Requires 1st level Specialist Wizard (Diviner).
        • As a standard action, the diviner may touch an ally, granting them a bonus on attack rolls, skill checks and saving throws equal to ½ his wizard level for a number of rounds equal to his intelligence modifier. This ability may be used three times per day.

      • Diviner’s Curse (Sp): Requires 2nd level Specialist Wizard (Diviner) and Diviner’s Fortune.
        • As a standard action, the diviner may touch a creature, cursing them with a penalty on attack rolls, skill checks and saving throws equal to ½ his wizard level for a number of rounds equal to his intelligence modifier. This ability may be used three times per day.

      • Forewarned (Su): Requires 8th level Specialist Wizard (Diviner), Diviner’s Fortune and Diviner’s Curse.
        • At 8th level, the Diviner gains the ability to see one possible future for the next day. He gains DR 10/admantine for the next 24 hours.

    • Enchantment
      • Enchanter’s Smile (Sp): Requires 1st level Specialist Wizard (Enchanter).
        • The Enchanter receives a +2 bonus on Bluff, Diplomacy and Intimidate skill checks. This bonus increase by +1 for every five levels of wizard he possess.

      • Enchanter’s Touch (Sp): Requires 2nd level Specialist Wizard (Enchanter) and Enchanter’s Smile.
        • As a standard action, the enchanter may touch a creature, causing them to become dazed for a number of rounds equal to his intelligence modifier. Creatures with more hit dice than the Enchanter has wizard levels are unaffected. This ability may be used three times per day.

      • Aura of Despair (Su): Requires 8th level Specialist Wizard (Enchanter), Enchanter’s Smile and Enchanter’s Touch.
        • At 8th level, the Enchanter emits an aura that causes enemies within 10 feet to suffer a -2 penalty on all saving throws. This aura is always active.

    • Evocation
      • Evoker’s Intensity (Sp): Requires 1st level Specialist Wizard (Evoker).
        • Whenever the evoker casts an evocation spell that deals hit point damage, he adds ½ his wizard level to the damage (minimum +1). This bonus damage is the same type of damage as the spell.

      • Evoker’s Missile (Su): Requires 2nd level Specialist Wizard (Enchanter) and Evoker’s Intensity.
        • As a stander action, the Evoker can unleash a missile of force targeting any foe within 30 feet as a ranged touch attack. The force missle deals 1d6 points of acid damage +1 for every two levels of wizard the conjurer possess. This ability ignores SR and may be used three times per day.

      • Elemental Blast (Su): Requires 8th level Specialist Wizard (Evoker), Evoker’s Intensity and Evoker’s Missile.
        • At 8th level, the Evoker can unleash a blast of elemental energy once per day. This 20 foot radius burst does 1d6 damage per level of wizard. Those caught in the area of effect receive a reflex save for half damage. The DC for your Elemental Blast is 10 + ½ your wizard level + your intelligence modifier. The energy type of the Elemental Blast is selected at the time it is cast.
          • Acid, Electricity, Fire, Frost, Sonic.

    • Illusion
      • Illusionist’s Ray (Sp): Requires 1st level Specialist Wizard (Illusionist).
        • As a stander action, the Illusionist can fire a shimmering ray targeting any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for a number of rounds equal to your intelligence modifier, creatures who have more hit dice then the Illusionist has wizard levels are instead dazed for 1 round. This ability ignores may be used three times per day.

        Illusionist’s Double (Sp): Requires 2nd level Specialist Wizard (Illusionist) and Illusionist’s Ray.
        • As a stander action, the can create an illusionary double of himself. He creates one illusionary double for every five levels of wizard he posses. The illusionary double(s) lasts for a number of rounds equal to the enchanter’s intelligence modifier. This ability may be used three times per day.

        Invisibility Field (Su): Requires 8th level Specialist Wizard (Illusionist), Illusionist’s Ray and Illusionist’s Double.
        • At 8th level, the Illusionist can turn invisible for a number of rounds equal to his wizard level. This functions as greater invisibility. This ability is usable once per day.

    • Necromancy
      • Necromancer’s Touch (Sp): Requires 1st level Specialist Wizard (Necromancer).
        • As a standard action, the Necromancer may touch a creature, causing them to cower in terror for a number of rounds equal to his intelligence modifier. Creatures with more hit dice than the Necromancer has wizard levels are unaffected. This ability may be used three times per day.

      • Necromancer’s Sight (Sp): Requires 2nd level Specialist Wizard (Necromancer) and Necromancer’s Touch.
        • The Necromancer may detect undead at will. This ability lasts until it is deactivated. Undead creatures will appear on the mini-map.

      • Power Over Undead (Su): Requires 8th level Specialist Wizard (Necromancer), Necromancer’s Touch and Necromancer’s Sight.
        • At 8th level, the Necromancer may Rebuke undead as a cleric equal to his wizard level. Power Over Undead causes all undead within 30 feet to cower in terror. This effect lasts for ten rounds plus your wizard level. This ability may be used three times per day.

    • Transmutation
      • Transmuter’s Enhancement (Su): Requires 1st level Specialist Wizard (Transmuter).
        • The Transmuter gains a +1 enhancement bonus to a physical ability score (Strength, Dexterity or Constitution). This bonus increase by +1 for every five levels of wizard the Transmuter possess. This bonus is selected once per day, and has a duration of 24 hours.

      • Transmuter’s Fist (Sp): Requires 2nd level Specialist Wizard (Transmuter) and Transmuter’s Enhancement.
        • As a stander action, the Transmuter strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d6 points of bludgeoning damage +1 for every two levels of wizard the conjurer possess. This ability may be used three times per day.

      • Telekinetic Burst (Su): Requires 8th level Specialist Wizard (Transmuter), Transmuter’s Fist and Transmuter’s Enhancement.
        • At 8th level, the Transmuter can unleash a blast of telekinetic energy once per day. This 20 foot radius burst does 1d4 bludgeoning damage level of wizard and knocks down those effected. Those caught in the area of effect receive a reflex save to avoid being knocked down. The DC for your Telekinetic Burst is 10 + ½ your wizard level + your intelligence modifier.

      Universalist
      • The Universalist wizards should uses the bonus feats to select non-school feats such as meta magic and item creations feats.

  • Bonus Feat (Ex): At 5th level, the wizard receives a bonus feat. He receives an additional bonus feat at 10th level and every 5 levels there after.
    • Arcane Defense, Augment Summoning, Brew Potion, Craft Magical Arms and Armor, Craft Wand, Craft Wondrous Item, Combat Casting, Empower Spell, Extend Spell, Greater Spell Focus, Greater Spell Penetration, Maximize Spell, Persistent Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus, Spell Penetration, Still Spell.




Last edited by All Washed Up on Sun Jun 19, 2011 11:28 am; edited 2 times in total
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PostSubject: NwN2 3.5 Wizard   Sun May 22, 2011 6:26 pm

Wizard
Attack Bonus: Weak (½).
Strong Saves: Will.
Hit Points: 4/level.
Skills: Concentration, Craft (alchemy, armor, weapon), Lore, and Spellcraft.
Skill Points: 2 + Intelligence Modifier.
Casting: Arcane (Memorized), Intelligence.
Armor Proficiencies: None.
Shield Proficiencies: None.
Weapon Proficiencies: Simple Weapons.

Wizard
1.       Arcane School, Scribe Scroll, Familiar
2.       -
3.       -
4.       -
5.       Bonus Feat
6.       -
7.       -
8.       -
9.       -
10.     Bonus Feat
11.     -
12.     -
13.     -

[*]Familiar (1st): Familiar as per normal NWN2 rules.
  • Bat: Master gains +3 to Listen checks.
  • Beetle: Master gains +1 hit point per level.
  • Cat: Master gains +2 to move silently and hide checks.
  • Pig: Master gains +3 to diplomacy checks.
  • Rabbit: Master gains +1 bonus to all saves.
  • Rat: Master gains +2 to fortitude saves.
  • Spider: Master gains +2 to will saves.
  • Weasel: Master gains +3 to appraise checks.

Scribe Scroll (1st): The wizard receives Scribe Scroll as a bonus feat.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. She must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if he has a high Intelligence score. A wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
Bonus Feat (5th): The wizard receives a bonus feat at 5th level and every 5 levels there after.
[list][*]Arcane Defense, Augment Summoning, Brew Potion, Craft Magical Arms and Armor, Craft Wand, Craft Wondrous Item, Combat Casting, Empower Spell, Extend Spell, Greater Spell Focus, Greater Spell Penetration, Maximize Spell, Persistent Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus, Spell Penetration, Still Spell.
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